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A Bayesian Meta‐Analysis of Digital Game‐Enhanced Vocabulary Learning

词汇 构造(python库) 计算机科学 范围(计算机科学) 主题分析 词汇学习 贝叶斯概率 数字化学习 心理学 合并 词汇发展 人工智能 认知心理学 自然语言处理 定性研究 贝叶斯统计 定性分析 子范畴 贝叶斯推理 数学教育 干预(咨询) 定性性质 多元方法论 高等教育 教育技术 荟萃分析 机器学习
作者
Sofiya Shahiwala,D. R. Rahul
出处
期刊:Journal of Computer Assisted Learning [Wiley]
卷期号:42 (3)
标识
DOI:10.1002/jcal.70246
摘要

ABSTRACT Background Digital game‐enhanced vocabulary learning (DGEVL), referring to the use of commercial off‐the‐shelf games for vocabulary learning, has attracted growing scholarly interest. Although existing studies predominantly report positive effects, previous reviews have conflated different game types, restricted their scope or overlooked the processes that mediate learning outcomes. As a result, there is limited understanding of how and under what conditions DGEVL works, leaving gaps in theory and research practice. Objectives This study aimed to examine the effectiveness of digital game‐enhanced vocabulary learning and identify the factors that facilitate or hinder its impact. Methods A meta‐analysis of 12 studies (14 samples, 765 participants) was conducted using a Bayesian random‐effects model to assess the overall impact of DGEVL. Subgroup analyses explored the influence of study, participant, intervention and assessment characteristics. To contextualise these findings, a systematic review of 25 studies, comprising 12 quantitative studies included in the meta‐analysis and an additional 13 qualitative studies, was carried out, and a thematic analysis was conducted to construct a conceptual model of the learning process. Results and Conclusions DGEVL demonstrates a strong positive effect on vocabulary learning (posterior median g within = 1.11, 95% credible interval (CI) [0.62, 1.61]; g between = 1.40, 95% CI [0.58, 2.25]), with substantial between‐study heterogeneity ( τ within = 0.56, 95% CI [0.26, 1.00]; τ between = 0.80, 95% CI [0.26, 1.68]). These effects vary depending on factors such as the length of the intervention, learner proficiency, and the type of game played. The cyclical model conceptualises vocabulary learning as a cyclical process shaped by gameplay, language interactions and metacognitive regulation. The study highlights the need for balanced assessment techniques, prolonged interventions, micro‐longitudinal data collection, comparative designs and rigorous trials.
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